Shadesishere

Well-Known Member
Modder
Dec 5, 2020
1,644
12,514
Idea :
Raids can be observable, watch your monster team attack a preset location (village, castle etc etc) in the same style as attackers on ours (one direction only?).

can make it so that each location has a series of defenses (traps, towers etc) that can do major damage to certain units (spike trap, kills gobbos, but orcs can jump over it, maybe have Oni's be trap disablers?)
Perhaps If you continuously raid a location, the number of enemies and traps increases?
 
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Jan 6, 2018
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118
I honestly expect us to be dealing with multiple areas to conquer, so the issue will be progressively harder raids than just old areas getting harder to raid over time (though there is a round end function where they could make the area more fortified currently if they wished. It wouldn't take too much code, just stuff that isn't there.
 
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turtletamer

New Member
Jan 29, 2020
12
25
Oh, by the by, the max 'damage' your units can take raiding/plundering is 61 (Both the 'south' woman villageA and the goblin burrow), 71 (northern woman villageB, the one with traits), and 81 (the Orc).

So you could theoretically raid any camp immediately after the 4th gobbo grows up, guaranteed. You have greater than 90% odds that your initial 3 will raid the Orc camp, and can always raid the norther Woman VillageB.

You also need to reach these thresholds [100, 300, 500, 800, 1100, 1200] of infamy for each level of raiding. Orc Village costs 25 (+25) Infamy to Sabotage, and reduces Infamy by 40 (-40) to Plunder. Woman VillageB costs 50 (+50) Infamy to Plunder. Woman VillageA costs 30 (+30).

You'll always be net negative (-15) after Plundering the Orc Burrow once , Goblins you are positive(+5) so just send surrogates at the Orcs to eventually reduce Aggro/Infamy.

You can really trigger 100 infamy at Day 1, but you'd have like 3 Goblins once you were done.
If you're reducing infamy, just don't collect the women from gob/orc raids and they will stay there allowing you to skip sending more women.
 
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Apr 25, 2019
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One way or other, you probably required to edit the general.trait file, for example...

Code:
    {
        "Id": "ConceptionRate4",
        "Type": "ConceptionRate",
        "Name": "#ConceptionRate",
        "Value": [-15, -1, 1, 15],
        "Positive": [1],
        "Script": "TraitScripts.ConceptionRate",
    },
    {
        "Id": "ConceptionRate100",
        "Type": "ConceptionRate",
        "Name": "#ConceptionRate",
        "Value": [100],
        "Positive": [1],
        "Script": "TraitScripts.ConceptionRate",
    },
The conception 100 is a new entry I made, exclusively for player. Further reading, the VALUE is the plus/minus range of which number would be added, so if you only put one value like I did, the 100, it will stay on that value, unchanged.
i've got a question, i tried doing this, and made sure it was enclosed and nothing got broke in the process, but nothing seemed to change. i used notepad for it. just checking to see if i made any mistakes

View attachment general.txt
 

FlamerionFF

Newbie
Apr 6, 2022
65
67
i've got a question, i tried doing this, and made sure it was enclosed and nothing got broke in the process, but nothing seemed to change. i used notepad for it. just checking to see if i made any mistakes

View attachment 4379619
Need to add trait to MC I guess.
If added to player1.character file will require to start new game for that.

"Trait": ["TraitId1", "TraitId2", ... "TraitIdN" ],
 

FluffyRaKu

Newbie
Jan 2, 2023
57
79
I hope Team-Apple Pie add Minotour like MBM :ROFLMAO:
Looking at the concept art they have posted, they have shown both humanoid adventurers of all the MBM humanoids as well as Monmusu versions of all 5 of the monster types. Obviously, this doesn't necessarily mean they'll actually add them all, but it shows they are at least thinking about it.

Idea :
Raids can be observable, watch your monster team attack a preset location (village, castle etc etc) in the same style as attackers on ours (one direction only?).

can make it so that each location has a series of defenses (traps, towers etc) that can do major damage to certain units (spike trap, kills gobbos, but orcs can jump over it, maybe have Oni's be trap disablers?)
Perhaps If you continuously raid a location, the number of enemies and traps increases?
Hopefully we'll see something like that. Currently, the raid mechanics don't interact with much and are basically just a check on a couple of stats. There's no advantage to having varied stats, a balanced attack group or even any fancy abilities on your raiders.

We already know that they can do multiple maps operating simultaneously as they had that in MBM with the player's manor, so feasibly they could port that mechanic across to make it so raids function fully as a simulated combat encounter where our raiders have to engage enemies and destroy doors. If this gets too computationally intensive, they could even make it so the raid is separated into a travel time and a combat time, with the combat stage pausing the game on the main burrow while you are watching the events unfold.

And if they can't feasibly do that, it would be nice to see raids that depend on different stats and combinations. For example, raiding a remote location that requires hunting and tracking skills might require a raiding party with high critical chance, or a demonic coven of succubi might need forces with very low sex times to get through with minimal distraction.
 
Jan 6, 2018
74
118
Looking at the concept art they have posted, they have shown both humanoid adventurers of all the MBM humanoids as well as Monmusu versions of all 5 of the monster types. Obviously, this doesn't necessarily mean they'll actually add them all, but it shows they are at least thinking about it.



Hopefully we'll see something like that. Currently, the raid mechanics don't interact with much and are basically just a check on a couple of stats. There's no advantage to having varied stats, a balanced attack group or even any fancy abilities on your raiders.

We already know that they can do multiple maps operating simultaneously as they had that in MBM with the player's manor, so feasibly they could port that mechanic across to make it so raids function fully as a simulated combat encounter where our raiders have to engage enemies and destroy doors. If this gets too computationally intensive, they could even make it so the raid is separated into a travel time and a combat time, with the combat stage pausing the game on the main burrow while you are watching the events unfold.

And if they can't feasibly do that, it would be nice to see raids that depend on different stats and combinations. For example, raiding a remote location that requires hunting and tracking skills might require a raiding party with high critical chance, or a demonic coven of succubi might need forces with very low sex times to get through with minimal distraction.
I mean, the Map screen is a new Map. It's already implemented like that. Doesn't set the other scenes to pause.

I'm uncertain how active things will get, but to note: the game is already implemented in such a way to handle multiple parties attacking your group. The enemy invasion groups use the party system we use to raid (similar structure, anyway). I definitely can't imagine us controlling it (too many pies in the oven, scope creep, etc.), though it would be funny in a way to have the original idea almost wrap around.
 
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